The production of a stage play has its own kind of magic, being a combination of emotional acting, elaborate costumes and scenery, music, and even special visual and auditory effects. What few people know, however, is that some theater troupes push beyond such imaginative magic into the actual practice of the arcane arts, using full-blown sorcery to gain influence over the audience. Such is the case with those who run the New Globe Theatre in London; they are, in fact, agents of the Invisible College who guard an entrance to the Winding Way.
The New World Theater
Refer to the maps above and below for the following location details.
Broad double doors provide an entrance to the theater. They are locked at times when no rehearsals or performances are taking place (details); otherwise, they are open to the public.
This open area has no roof overhead, and the floor is nothing more than packed earth. Visitors may pay a much smaller sum to stand here, and such individuals are known as groundlings.
Most of the people who attend shows at the theater stand in this area, with a railing in front of them and a roof over their heads. There are also stairs that lead up to the second and third levels.
4. The Stage
This area is raised five feet above ground level. There are a number of trapdoors that provided access to the under-stage area, along with doors leading to the backstage part of the theater. What is more, a curtained alcove provides an area for actors who need to make dramatic entrances during particular scenes.
During productions, the actors and stage hands who are involved can ready themselves back here, and a show's director is almost always present. The ground level opens directly onto the stage, while the second level features a balcony for certain dramatic scenes. The top level is generally used for storage, including old costumes and props and the like. Note, too that on the bottom level there is a secret door (Notice check at -2 to detect) that opens onto more spiral stairs leading further underground; this is, in fact, an entrance to the Winding Way.
In order to make certain special effects work, there are a number of trapdoors that lead down to this area. The spiral stairs from the backstage area also lead down here. The walls of this room are also lined with wardrobes that hold all manner of costumes from numerous different productions.
Refer to the scenario “Beyond the Veil” for more information about the obstacles and other dangers that one might find in this borderland between various places, times and possibilities.
Profiled here are just a few of the prominent individuals who are part of this organization.
Zerelda Williams, the Scholar
If anyone can be called the leader of the company, it is Zerelda. She is the one who chooses the plays to be presented, researches them and then plans the productions. To that end she is almost always caught up in one text or another, be it eldritch in nature or something mundane. It's said that Zerelda can trace her lineage to the Puritans who settled in Salem at the end of the 17th Century.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Investigation d6, Knowledge d6, Notice d6, Persuasion d4, Spellcasting d6
Charisma: --, Pace: 6”, Parry: 2, Toughness: 5
Edges: Arcane Background (Sorcery), Ghost Sight, New Power
Hindrances: Bad Eyes (Minor), Small
Power Points: 10; Powers: Detect/conceal arcana, dispel, grave speak, speak language
Gear: Comfortable clothing, various books, magical trappings and writing materials
Sophie Delacroix, the Dancer
The daughter of former slaves, Sophia grew up steeped in voodoo. At an early age she experiences having a loa take over her body, being “ridden” by it while dancing in a ritual. With that foundation, she began training for combat, and eventually found that she excelled at it. Thus she performs as a dancer for the theatre, but also provides protection for her fellow agents.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Notice d4, Stealth d4, Throwing d6, Voodoo d6
Charisma: --, Pace: 6”, Parry: 5, Toughness: 5
Edges: Arcane Background (Voodoo), New Power
Hindrances: Impulsive, Obligation
Power Points: 10; Powers: Armor, Deflection, Smite
Gear: Elaborate but loose-fitting costume, pair of knives (Range 3/6/12, Damage Str +d4+1, RoF 1), conjure bag
Margaret Jameson, the Artist
Although one wouldn't guess it by looking at her, this woman was raised on the American frontier, often surrounded by native people. He father is a famous painter and collector of Indian artifacts, and she followed him from post to post. In doing so she learned to connect with the spirits, and now brings that knowledge to share with her Sisters, whom she also serves in painting, sewing and the like.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d4
Skills: Healing d6, Knowledge d4, Notice d6, Streetwise d4, Survival d6, Tribal Medicine d6
Charisma: --, Pace: 6”, Parry: 2, Toughness: 5
Edges: Arcane Background (Shamanism), New Power
Power Points: 10; Powers: Elemental Manipulation, Light/Obscure, Spirit Walk
Gear: Comfortable clothing, knife (Range 3/6/12, Damage Str +d4+1, RoF 1), totem (buffalo pouch)